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i3d
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26Issues
33Score

    about 11 hours ago

  • i3dcommented on [ARGF-503]
    about 11 hours ago

    probably related to ARMD-38

  • 5 days ago

  • This comment has been removed.
    5 days ago
  • i3d
    created issue5 days ago
    FT-174Β·List of mods often very long
  • 6 days ago

  • i3dcommented on [ARGF-462]
    6 days ago

    Were you outside of the range of a re-transmitter (relay station or radio tower) at the time you tried it? If so, there is currently a bug where the radios don't work correctly without a re-transmitter in range, such that you cannot receive signal even from a guy on your frequency 5 meters away. Cycling the power on the radio (G > select radio > R to switch off > R again to switch on) everytime after spawning should fix that issue

  • i3dcommented on [ARGF-456]
    7 days ago

    It's because you didn't load up these trucks (nor did anybody else). If you chose to drive just outside of the base area, drop 100 supplies on the ground with drag-and-drop function, then load up the 100 again, return to the same base and unload, you'll get xp from it

  • 8 days ago

  • i3dcommented on [ARGF-386]
    9 days ago

    the ragdoll transitions on crouching characters look off to me (idk if a real human body would effectively stand up and fall after getting domed but maybe its realistic). Overall, the ragdolls are better than before though.

  • i3dcommented on [ARGF-385]
    9 days ago

    I have recreated your shot in GM and compared 150m to 300m grass render distance to show you just how hidden the body would be if your system's grass render distance was maxed out to 300m. It looks like far hide is working as indended here in this tall grass. The body would be hidden by grass if it rendered, so it's expected to be fully hidden by Far Hide

  • i3dreplied to a comment on [ARGF-375]
    9 days ago

    just don't play on those servers maybe? The reason these mods exist is because there's a demand for them. Servers add these restrictions because their players want them... if most players wanted sniper rilfes unlocked at private, I don't think you'd see these mods on popular servers, because hardly anybody would be playing them.

    Arma being a highly moddable and very mod-friendly should not be restrictive on what mods can and cannot be made (expect for things like copyright enforcement, etc)

  • i3dcommented on [ARGF-370]
    9 days ago

    found the same issue when trying to place a checkpoint on a small/medium (not sure can't remember) slot in Saint-Pierre port gateway. The composition was too large to fit between the walls of the gateway and so it did not get placed, but instead soft-locked me with invalid placement message whenever I tried to place anything anywhere in GM

  • 10 days ago

  • i3dreplied to a comment on [ARGF-324](edited)
    10 days ago

    I've done a little bit of testing on this and it looks like the radios do not appear to receive any signal if they're not near a re-transmitter like a base or radio tower (however they can still transmit (I think??) to someone as long as they are near a re-transmitter. What complicates this behavior even more still is that simply power-cycling your radio (G for radio wheel > R to switch off > R to switch back on) once after spawning*, the radios return to working as they did in 1.7, able to receive transmissions away from re-transmitters, as long as the transmission originates within range (1.3km for handheld radios, 2km for manpack radios).

    * not sure/haven't tested behavior when spawning without a radio, but I suspect when pick one up from an arsenal or the ground, it will initiate properly without needing to power-cycle.

  • 13 days ago

  • i3dcommented on [ARGF-332]
    13 days ago

    pretty much duplicate of ARGF-321

  • 22 days ago

  • i3dcommented on [AREXP-352](edited)
    22 days ago

    Additionall the passenger side front wheel is rotated the wrong way with the lugs/nuts facing inwards

    Again, its only in 1.8.0.5 that it's broken, was correct in stable

  • 23 days ago

  • 28 days ago

  • 29 days ago

  • i3dcommented on [AREXP-324]
    29 days ago

    Looks like it works as expected sometimes (maybe most of the time?) but sometimes doesn't. In the video below, only the transport group would revert selection back to my assault group when clicked

  • about 2 months ago

  • i3dcommented on [ARGF-165]
    about 2 months ago

    It looks somewhat intentional if you ask me, since it's not indended to disarm the charges, just disconnect them from the blasting machine (the fuzes are still on the charges).

    My suggestion here would be to add an interact option to (re)connect armed charges (back) to your blasting machine. The initial interaction when arming is "arm and connect...", so once it's armed, instead of only being able to disarm and arm again, it would be better to just be able to connect it when the fuze is in it.

  • 3 months ago

  • i3dcommented on [AREXP-123]
    3 months ago

    was fixed in 1.7.0.41

  • 3 months ago

  • i3dcommented on [ARGF-69]
    3 months ago

    Can confirm the pin is doing some weird things. Most noticble issue is when walking (when the pin flies near the camera in 3pp as on the pic on the report), but it also can be seen floating around the hand in 3pp (more pronounced when crouching)

  • 3 months ago

  • i3dcommented on [AREXP-317]
    3 months ago

    It's just laggy sometimes. Compositions will spawn first, then other players and AIs and only then your inventory items will show up. It's annoying and something should be done about it, but your items will load in eventually... sucks when the base you chose is overrun with unfriendly troops who cannot capture it (enemy beyond HQ signal, or just FIA). If all the AIs are dead, there is literally no warning that there's enemy in the area before you deploy.

  • 3 months ago

  • i3dcommented on [AREXP-307](edited)
    3 months ago

    Currently, this report should be mainly considered a report on that the soviet ammunition supply point sometimes shows just 1100 supplies capacity and the US one sometimes shows 1000 supply capacity when they're built next to other supply storages like the command post, even though they actually store the expected 2100 supplies. I can't edit the original post anymore since it was changed to awaiting internal testing.

    ^ Pic 1: 2 ammo supply points, one near the command post and 1 away from it

    ^ Pic 2: the ammo supply point nex to the command post showing 1000 capacity

    ^ Pic 3: the other ammo supply point away from other compositions showing 2100 capacity

  • i3dcommented on [AREXP-307](edited)
    3 months ago

    So my initial testing was on a local hosted HQC mode with the MOB located at Crag Point near Corsair's Cove (south-east) with lots of uneven terrain, and with one of each compositions it did actually lead to the base having a maximum of 8300 supplies, but testing it again now at other MOB locations, it does come out to 9300, meaning there was 1000 lost in the arsenal somehow (perhaps because of the uneven terrain? or because everything had to be crammed in tight and supply points started merging?). Will update if I manage to reproduce this.


    So in fact the limits per faction per rank, assuming 1 of each compositions. Would have to look at the default loadouts cost to judge whether it makes sense for soviets to get extra supply storage.

    	|  US	| USSR
    Pvt	| 5100	| 5500
    Cpl	| 7500	| 8200
    Sgt	| 8300	| 9300
  • i3dcommented on [AREXP-307]
    3 months ago

    But the field hospital right next to it seems to merge the supplies and shows 2700/2700 (which would be the 2100 ammo supply point + 600 field hospital)... So it does store 2100 but doesn't show it properly?

  • i3dreplied to a comment on [AREXP-307](edited)
    3 months ago

    and yet here on HQC EU-FFM server the ammo supply point only has 1100... not sure what's going on here


  • This comment has been removed.
    3 months ago
  • i3dcommented on [AREXP-308]
    3 months ago

    Spamming E until it works also isn't useful because you're likely to end up going several gears up to 2nd or 3rd and lacking your acceleration power. Perhaps holding E when in reverse or neutral should should work as a switch-to-first (kind of how holding Q switches to reverse from 1st).

  • 3 months ago

  • 3 months ago

  • i3dcommented on [AREXP-301]
    3 months ago

    The time of flight delta per 100m difference is about the time difference your shell trajectory will be after you adjust your elevation (vertical aim) for the altitude difference. It's purpose on the sheet is just for knowing and calling out the splash time, you can't really do anything else with it. So if your target terrain is 100m above, an adjustment of -12 mils (as if the target as farther than it is, otherwise your shell would impact the terrain short of your target) for the 100m altitude difference at 900m distance, the round will fly 0.1 seconds longer. This is the same for all shells (though they have different ballistic charactersitics meaning different values for different shell types)

    For illumination shells, you want to do the same calculation, but then adjust the fuse time to about 1-2 seconds before impact so the flare has time to illuminate and fall slowly. Generally, the automatic fuse timing is very good and you should only do adjustments to it if there is a big difference in altitude to your target.

  • 3 months ago

  • i3d
    changed title toPossibility to see enemy player role icons when in build/armavision mode3 months ago
    AREXP-298Β·Possibility to see enemy player role icons when in build/armavision mode
  • i3dcommented on [AREXP-298]
    3 months ago

    update: it appears to not be limited to commander, but anyone can see enemy roles when opening the players list when using build mode camera or even the very limited armavision

  • i3dcommented on [AREXP-287]
    3 months ago

    Appears the whole rewarding for helping unload is currently broken as it isn't working for soviet/US factions either

  • i3d
    changed title toNo message for players digging down services at bases sometimes3 months ago
    AREXP-299Β·No message for players digging down services at bases sometimes
  • 3 months ago

  • 3 months ago

  • i3dreplied to a comment on [AREXP-241](edited)
    3 months ago

    better if the unspawned bot leave from the mg if they haven't materialized in the world, so a player can use it. Or better yet, have the bots occupying machineguns be prioritized for spawning into the world so they can actually do some damage on servers with more than 20 players* doing their own thing. Right now, if the server is at least moderately populated, you can run a logi truck or roam around without really fearing the prepaced FIA machineguns since they are unlikely to spawn.

    * AIs only spawn near players, so the more players there are, and the more spread out they are, the more likely you are to run into this issue of AI teams not spawning in.

  • i3dcommented on [AREXP-248]
    3 months ago

    Looks like it's because the equipment box does not change it's faction when the base is captured (it still belongs to FIA and offers FIA equipment, in the video when you hover over the map, you can see it's called Map (FIA)), so it's like giving the intel to the enemy's arsenal: no points scored.

    There are many of these boxes that don't change faction affiliation, and some of the least noticable are the boxes with repair wrenches and fuel, because these items are no different between teams, but you still won't score points if you give intel to a vehicle depot built by the enemy, even if you control the base.

  • i3d
    changed title toSoviet Field Hospital supply storage: missing translation (or wrong string for translation)3 months ago
    AREXP-249Β·Soviet Field Hospital supply storage: missing translation (or wrong string for translation)